Wednesday, 22 December 2021

Battle Report: The Vampyr of the Riding: Turn 2

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***

Turn 2: Undead

Bloodshed continued at pace, with no less than three well placed charges. The rest of the Undead line carried on forward, with the Chaos warriors taking the bridge and the Plague Bearers fording the river.

The Halberdiers encounter... resistance

How it started.

How it's going...

Tuvith and the boys pass their bladder terror test

Danni and Livvissspot join the skeleton advance

The battle between the halberdiers and, well, the entire undead right flank was close. 

Very close. 

In fact, there was only one point of combat resolution in it. 

As all good undead generals know, if a unit loses combat to a fear causing enemy that outnumbers it ... then it routs automatically. Captain Prangle put in an epic performance, (re)killing four undead as he hacked and slashed about him. The halberdiers, inspired, put on similarly inspired performances. 

But not before Scuttlebotch had torn a gaping hole in the flank of the men of Averridge. His kills, together with Lord Helke's, were just enough to unseat the heroic men, who, realising they were outclassed by their disturbing and supernatural foes, broke and fled, heading for the road to Shoodthorpe, only to be caught and cut down by the zombies!

Lord Helke refused to pursue, choosing to hold his position and regroup to reform the Undead line. Scuttlebotch had no such compunction, giving in easily to the urge to hound and slaughter the terrified men.

How it ended...

One of the key differences between the 3rd edition and the 4th is the to-hit chart - in 3rd edition, it is rich with variety and full of subtle shifts, allowing charging, height, weapon selection and the broad variance in weapons skills to make a real difference. In 4th edition, it is as subtle as a brick going through a window. Unless some special rule is in play, the best you'll ever get to hit is 3+, which means you can end up in situations like this:

This is probably a good dice throw. For some other game.

...where the Manticore spectacularly missed the easiest meal of its day. Of course, we're all about narrative here, so imagine, if you will, that scene from The Hobbit, where the dwarfs have escaped the elves and are bobbing down the river in that crazy scene where the orcs chase them down the river and there is shooting and bouncing and chopping and splashing and elves and dwarfs and greenskins and waterfalls. As you know, no dwarfs were harmed in the production of that scene. 

Now, imagine the same thing, but without elves, the river, waterfalls, orcs, goblins or barrels. Then, throw in a forest and a manticore with a mummy on top, and, well, you can begin to make sense of what happened. 

Through spectacular courage, redoubtable fortitude and phenomenal good luck, the dwarfs draw with the Mihartiskaphut and his manticore.

Turn 2: Dwarfs

The Longbeards were first to see the rout of the Averridge Constabulary as they crested hill and took the high ground. The Household Guard moved up to keep the dwarf line integral, whilst the right flank continued to fire at the Plague Bearers, who were at this point quite literally up the creek without a paddle, proverbial or real.

With only one human left on the board, the advance truly is a dwarven advance


Bugman's Rangers tear the plague bearers apart with their crossbows!

Matt had produced some pretty shocking saving throws for these chaps

In this time of open-mindedness, justice and equality, it pains me to stereotype halflings. I've already mentioned The Hobbit, so I accept they are full of heroic verve and spirit, and vanquish all manner of foe with their quick wit and wicked good fortune. 

But, that accounts for only four of them. The others of that species seem, dare I say... less? Not up to the job? Clearly, the hobbits in The Hobbit had not seen a cannot before, and, it seems, neither had the crew of Big Jessie:

Don't you hate it when people hae fancy dice and you can't tell if its a one or a six?

That is a six, by the way. 

So nothing exploded. 

No one died. 

It was more embarrassing than that. Presumably someone forgot to put a ball in, for instance. Or they'd only put in a pipe's worth of powder. Or they were brewing a pot of tea and forgot to shoot it.

Now that the manticore had warmed up...

Mihartiskaphut was able to galvanise the manticore into action, causing the thing to obliterate all four of Tuvith's dwarfs in a splatterfest that covered the trees. Tuvith fought valiantly, but panicked as he realised even his years of experience could not protect him.

Mihartiskaphut finds himself in a target rich environment

Sadly, the manticore pounced on him as he fled, its instincts guiding it to a point just behind the centre of the dwarf line.

Fortunately, both the Longbeards and the Hammerers have long since developed the ability to ignore anything younger than them, so they hardly noticed the manticore...

The dwarf line.

Astute readers will have by now formed the question: "but what about the magic phase?"

We did have them, yes. 

Both were dismally ineffective.

Anyway, join us next time to see if the dwarfs can recover from the loss of the Averridge Constabulary!

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***

Monday, 13 December 2021

Battle Report: The Vampyr of the Riding: Turn 1

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***

Turn one! 

And what a turn it turned out to be. Around here, we classically talk about the 3rd edition, waxing lyrical about opening manoeuvres and intelligence tests for spell casting, as we patiently watch players plan their reserve phases and organise their units into the appropriate formations. 

Compared to the gentle, gentlemanly art of 3rd edition, 4th edition is like taking a spinning class having downed nine redbulls and the spinning class is on a rollercoaster which itself is on a hovercraft ramping off a waterfall.

Into a whirlpool. 

It's fast

Anyway, Matt had elected to play the undead, leaving me command of the noble avengers of Averridge. We rolled some dice - the net result was that Matt was to take the first turn.

Turn 1: Undead

The undead began with a fairly sedentary advance, wholly anticipated and with exactly no surprise moves.

A map! To tell you where things are!

Indeed, the most interesting move on the behalf od the undead was the election of the Plague Bearers NOT to march, but to keep parity with the rest of the line. We'll analyse that decision in later turns.

The least surprising move - the enormous terrifying monster taking cover from the cannon.

 

Please pardon the lighting. It only occurred to me to chronicle the game shortly before we actually started, so I hadn't done any work to solve the lighting issue required. Also, Matt and I like to talk. 

A lot.

So, we deployed just before lunch, ate lunch, talked for about three hours and only then played turn one, at which point the lighting was... poor.

The alternative would have been a lot of cables, which as you know are trip hazards and we all know how perilous  tripping over rare, spiky wargaming miniatures can be. 

Not because of the miniatures or one's delicate skin either - I'm talking about the owner if the figures.

The forces of Chaos advance slowly.

The 4th edition magic phase is a fascinating thing, never to be repeated in any edition. Essentially, it is a mini-game, with each player being able to cast spell, regardless of whose turn it actually is. Predictably, the Danni cast Van Hel's Dans Macabre, to motivate the zombies and skeletons. 

Predictably, the Elrich cast The Bridge of Shadows, to motivate the halberdiers into meeting the zombies head on. 

Of course, given the magic phase was at the end of the turn, no actual fighting took place.

Elrich Lang conjures the Bridge of Shadows, catapulting the Constabulary straight into the advancing zombies!

The scale of the zombies' immediate problem...

The Undead left. On the left. All of them were left. On the left. None were not left. We left the left ones on the left.
 
The Dwarf view of the Undead right. Well actually, it was the Undead left, but we've already been through that above and we're not going there again. As far as these dwarves were concerned, it was the right. Right?

Turn 1: Dwarfs

The dwarfs... largely stay put.

The dwarf opening moves were hardly stunning in their creativity either. There were fifteen crossbows and a cannon and the Thunderbuckle clan were keen to see those assets sweat. As much as the dwarfs wanted to admire the courage of the Men of Averridge, there was more headshaking, grumbling and proverb-saying about their immenent demise than anything else. The dwarfs could do a lot of things, it was true, but crossing the field in a hurry to support the halberdiers was not one of them.

First blood pus to Bugman's Rangers! Two plague bearers are gunned down in cold pus!

Tuvith and his scouts actually managed to hit the manticore, being, as it is, a large target. Of course, it is also a tough target, so the boys did nothing other than to attract it's ire.

Mihartiskaphut and his manticore probably had no idea Tuvith and his scouts were in this little forest. But then they shot at him. This is now what the manticore is seeing. No mummies or manticores were harmed in the taking of this photograph.

The combat phase was brief and delicitously bloody. Captain Prangle and the Constabulary hacked, slashed, chopped, mashed, crushed, kicked, punched, gouged and in once instance even poked at the zombies, (re)killing several. Enough to compel them to break and flee!

Of course, the young Captain was no fool. Rather than overrun the Undead line, he commanded his men to hold, in order that they might better prosecute their sudden advantage against the skeletons.

Elrich, knowing only one especially useful spell, used it again to enable the Men of Avveridge to charge forth and engage the skeletons!

Elrich, seeing the splendid wonder The Bridge of Shadows had wrought for the Men of Averridge, used it again to accelerate Captain Prangle's plan, Across the new bridge they ran, enthused to the point of fearlessness. Let the (re)killing commence!

...but Danni, who hates to see things go to waste, quickly reanimates the zombies the halberdiers destroyed - summoning them to reappear just behind their new position.


Too late did Elrich realise that courage alone was not enough for the halberdiers. Danni smiled as she commanded the zombies that had previously been slain to rise again and outflank the out-of-position halberdiers. 

Keen to press her superiority in, well, everything, home, Danni reached into Elrich's mind, easily pushing aside his memories of riding with Miss Amelia (and then riding Miss Amelia), his curious fascination with tea pots and an awkward interview with a witch hunter who confused Elrich's unfortunately large bunion with a mark of chaos, to snatch at the magical centre of his brain, scrambling the memory of The Crown of Taidron.

Insult to injury! Not only has Danni outflanked the 1st Company, but she proceeds to duel mentally with Elrich, wrenching a spell from his mind!

Will Captain Prangle and the Constabulary fight off the advancing zombie horde? Will the despicable vampyr shred yet more memories inside Elrich's mind? Will the dwarfs even move?

Tune in next time for Turn 2 of The Vampyr of the Riding!

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***

Saturday, 4 December 2021

Battle Report: The Vampyr of The Riding: Deployment

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***

I started curating the images I had taken for the report, when I thought "how about I make one of those handy map things with the arrows and whatnot that they used to put in White Dwarf battle reports?"

So I did. 

What I had not appreciated, however, was how much easier it is to levitate an x-wing out of a swamp using only my mind and two fingers than it is to make the assets necessary to make a battle report work. 

But. 

I stayed the course. 

And, whilst I realise there are some minor scale issues with the map, the fact is, the thing will work to support the descriptions of what actually happened. I also had occasion to look at the early reports, and - I hate to break the magic for you - they're actually not all that great. They really are 'purely functional +1'. 

That's not a criticism, by the way. Having attempted this in 2021 with, y'know, modern software, I can only imagine how much more frustrating it must have been in 1993.

Anyway, enough bleating. 

We begin with a legend:


The glorious, glorious map:

And pictures. Because this isn't a White Dwarf. 

And I'm not limited for print space. 

I am limited in memory and cogent thinking however, so please accept my sincere apologies for leaving the army books and the tape measures and so on in the shot. Also, no Bob Ross inspired watercolour backgrounds. You'll have to make do with our playroom, the view out the window and various crotch level shots.

The left side of the Dwarf/Imperial line.


And the right hand side.

The left side of the Undead/Chaos line.

Surprise! The right hand side.

Skeletons and Zombies under the watchful eyes of Mihartiskaphut on his manticore!

The forces of Nurgle.

...who find themselves in target-rich environment.

The line of the defenders. Note the halberdiers weren't able to stand on the hill, so you'll have to use some of your overpowered imagination to picture them all there, having Timotei moments with their hair.

Shhh! An editorial error! You'll note that the forces of chaos have ALREADY MOVED in this DEPLOYMENT IMAGE. Remember that imagination we used with the halberdiers? Great. Use that to put the chaos chaps were they were in the previous pictures. All better.

Tuvith and his dwarf rangers hiding in the forest.

Scuttlebotch and Mihartiskaphut anchoring the end of the Undead line.

It IS a large target!

Elrich Lang and the Thunderbuckle Household Guard preparing to march on the bridge. Imagine those blurry chaos chaps a little bit further back and closer to each other, like you did in the previous picture. Chaos! Can't trust those sods one jot!

Fortunately, now that I have the assets to describe the story, we should get underway with the actual battle shortly! 

See you next time!

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***

Monday, 29 November 2021

Battle Report: The Vampyr Of The Riding

 Last weekend, I had the privilege and pleasure of playing one of the most enjoyable games of Warhammer Fantasy Battle I've ever played. 

And I have played quite a few good games of Warhammer, so let me assure you of the quality of what I experienced last week. 

"Playing with yourself again, are we?' wonders the ancient reader, familiar with events long ago on this blog. 

Thanks for asking - but no. This exchange involved a real, actual human opponent that, well, wasn't me

There are a few reasons for the superlative experience, I think:

  1. I felt the desperate rush to paint something in a way I've not experienced since my Warhammer infused childhood. 
  2. The desperation caused me to look again at figures I had in my collection that had not yet been stripped, or were semi-painted, or, well, anywhere close to allowing me to do something I haven't done for a while. Thus I realised that a large proportion of the dwarves in my collection were still waiting to be stripped down, but were actually in quite good condition. Salvageable condition.  Quickly salvageable - achievable within about a week or so. 
  3. ...which created a whole new possibility, the results of which you will read about shortly
  4. The chap with whom I had played has not, for various reasons, had very many or good experiences with any versions of Warhammer, but had a jib squarely cut in the oldhammer pattern. I submit to the reader that this was very fertile ground.
  5. I had to formulate both forces as a result of owning all the figures and also being the more experienced player. Long have I pondered how capable the 4th edition of Warhammer would be if tackled responsibly, and this was a very, very rich opportunity to explore that. 
  6. Having played The Battle At The East Gate of Karak Eight Peaks at Bring Out Your Lead with the formidable Gillson brothers, I was still on a high, because that was another of the most enjoyable games of Warhammer I've experienced in a very long time. I wanted to play some more 4th edition.
  7. The chap that I played against has previously visited me to play 3rd edition. For a new starter, 3rd edition is a tough prospect, and he found the detail distracting. 4th edition felt like it would serve well in this scenario. 

Now it has been a long time since I've crafted enough narrative to enrich a battle report. The few games I've been able to play have all been rushed and boundaried by unfair and ridiculous constraints, which mean they've not received the love (or the player engagement) they deserved. I had entered this game expecting the same thing, and although I had formulated some of the narrative (enough to shape some of the force selection), it was only after the event that I realised the thing deserved more, because it was so good. 

Which leads us to the game itself. As all games should, we'll begin with a prologue...

***

The Striganie people of Cruel Sylvania, called also in ancient times the Fennone, have a long habit of opening the stories told of and by their people with a time one hundred and one years in the past. Be the matter last week, last year or last decade; it occured one hundred and one years ago. 

And so it is with this story so faithfully retold to me by that redoubtable people. It settles me to say the story, starting as they do with this curious endearment of theirs.

For one hundred years ago and one, a peace had settled on The Auld Ryding. In that time, it was known simply as The Riding, and contained within its borders the villages of Shoodthorpe (referred to by some as Stoodthorpe), Averridge and Mayby. Modern day cartographers will tell you that the village of Stoodhof must necessarily be - or be found upon - the remains of Stoodthorpe, and indeed, the same for Maylhof with long forgotten Mayby. 

The Auld Ryding nuzzles like a hound at his master's feet into the roots of the Black Mountains, in the northern shadow of the peaks that boundary the freezing flows of the Black Water Lake.

Should it ever be that you conduct your business in lonely Zhufbar, or indeed travel west from that place to warmer Imperial climes of Einsamholtz, Averheim or even far away Nuln, you may very well find yourself taking your mutton at the Inn of the Green King in Averridge as you pass by.

Now it came to pass that the peace was shattered: there fell a great tragedy upon the Roogslaugh family, who resided at their family estate of Hill House: the great house burned down, and with it, all of its once noble occupants. 

The folk of The Riding claim the house was put to the torch by an angry crowd from Shoodthorpe, for the house was profane in the eyes of all good and holy men. In that house was practiced necromancie, and daemonologie, and other acts of malice and wrongdoing. 

Still others claim that the house was consumed by daemons, come to collect the souls of Count Roogslaugh and his kin that were long over-due.

Yet the Striganie make a third claim, by which they swear, that the house in fact was set on fire by the youngest son of the Count: Daniel Roogslaugh. In their telling, young Daniel desired one thing above all others in life:

To be a woman. 

Being as yet unlearned in the ways of his family's spellcraft, he beseeched his father, his mother, his brothers and sisters, uncles, aunts and any of the servants with the heart to listen to entreat whatever dark gods and powers with whom they kept appointments to grant him this one desire - but to no avail. 

Full of shame, his father and his brothers beat the boy within an inch of his life and ejected him from the house, bidding him never to return. Young Daniel was compelled to live a scoundrels life, reduced to eating worms and beetles and whatever gruel the pigs of Shoodthorpe could not reach in their troughs. 

Full of rage and spite, Daniel survived and grew strong in his adversity. There came a travelling circus to Shoodthorpe who took in the boy, where he learned the skills of acting, and powder, and disguise. In the years that followed, he succumbed to his craven appetite for all things feminine: consuming costly fashion, spreading innane gossip and fainting as the occasion saw fit. He also abandoned the Roogslough name, setting on Danielle Le Roux, or has he became known: Danni.

At the height of his new performing career, it came to pass that Danni beguiled and fascinated a wealthy theatre goer. The gentleman, whose name was Andru Wwoydlebber (of the West Hochland Wwoydlebbers) was also a fearsome vampyr, known in society only as The Bantam of the Opera, on account of the cockerel mask he donned at such events. He pledged his love for Danni and on the night of their wedding, bestowed upon Danni the Kiss Everlasting. Too late did Wwoydlebber perceive the truth: he had not made sure that the girl was pure, as directed by the ancient wisdom of the Tone Loc. Nay, declared the vampyr: he was not about to play around with no Osca Myewina (a derogatory term the Striganie declined to illuminate) and thrashed Danni within an inch of his life before expelling him into the night in his wrath.

Long did Danni wander, developing erudition in the way of the vampyr. Finally, the master of his dark power, he returned to Hill House to exact his revenge on his former family. Terrible was his vengeance that night; not a creature made a sound in all The Riding, lest they drew the ire of the avenging vampyr in all his terrible fury.

Yet, even with his dying breath, the old Count Roogslough pronounced a curse upon Danni: paralysed shall he be, as unto stone, until one hundred years and one had passed. At once, Danni was turned to stone and there stood in the burning ruins of his family home. 

In the time that followed, many grave robbers and their ilk visited the ruin of Hill House, prospecting for whatever wealth there remained. In a daring display of bravado, once such character cleaned up the statue that Danni had become, and, struck by the look of anguish on the statue's face, was this able to sell it to the village council of Averridge as a statue of the Martyr Morga, Our Lady of Sigmar Distressed, for no less than one hundred pieces of silver. The statue was placed in the market square, and there dwelt until the passing of one fateful Hexenstag.

And so it was that late on that evening of Hexenstag, when a single cloud interrupted the full light of Mannsleib, that the curse was finally broken, and the young vampyr, possessed with the hunger of one hundred and one years of waiting, came to his senses. Immediately, he locked eyes with the rotund (some cruel folk had been known to say 'porcine') Lady Weller, gazing vacantly out of her parlour window. With unnatural power and grace, Danni leapt up to her window, compelling her with his daemonic charm to allow him to enter, whereupon she yielded to his most base desires: the waxing of his upper lip and the immediate trimming of his split ends. This done, the two discussed the fashions of the modern, conscientious  lady, before he drained her of every drop of blood her formidable form could muster and fled with her wardrobe. 

Beset with sorrow, Sir Weller demanded the village constabulary immediately bring to justice the wicked vampyr. Their leader, the brave Captain Prangle, knew a little of vampyrs and realised he and his men would be quickly outclassed by such a vicious beast of the night as the one that had so brutally murdered the good lady. To this end, he secured the services of the Thunderbuckle clan - merchant hill dwarves that had been looking to expand into the area. 

There came also a renowned wizard of the Grey order: Elrich Lang, who specialised uniquely in the hunting of vampyrs and the consumption of alcohol, preferring especially the heady ciders of the southern Empire. Having heard of the plight of the village of Averridge whilst on route to the Shrine of Gadd (on account of the legend of that places brew house), he immediately volunteered to join the company of men and dwarves, to seek out and destroy The Vampyr of The Riding.

***

 Location

An ancient map of The Riding:


 Note that the right hand side of the map is, in fact, south. This map:

 

 

...better shows both the position of The Riding in the Empire, as well as its true orientation (the top of the map is north).

***

Forces

So remember when I spoke about being responsible with the rules? Well, in my opinion, one of the greatest contributors to the horror of 4th edition was the irresponsible use of lists and the delegation of the players' abilities to have fun down to the rule books and army lists. 

I love (LOVE!) the early army books from 4th edition because they have the right amount of passion and none of the marketing finesse (as in, power creep...) that the later editions would introduce. 

In this case, I was able to achieve what I wanted within the bounds of the army books, but this is strictly coincidence, as opposed to my being boundaried by what the books offered. There were some differences to what might have happened in 4th edition way back when:

  • I did not use points to determine the forces. I went with a looks-and-feels-right approach. 
  • Whilst I don't think characters should buy magic items directly (random draw or pay for random draw), having no points basically just meant I would randomise the magic items. 
  • The player could determine which item was best suited to which character (sometimes, I'd advocate the character has what the character has, but this felt right this time). 
  • I opted not to use the Chaos Gift cards (so no Eternal Labour...), even though I was really aching to. I didn't want Matt's 4th edition experience to have his chaos characters forced off the table before he could apply himself to the situation. I did use spells and magic items from that set, however. 

 

***

 

The Undead

The Undead. Clickening will embiggen.

 

CHARACTERS

 

Danni Le Roux - Vampire Lord

Items:

  • Blessed Sword (Grants WS 10. Yeah, I know.)

Spells:

  • Raise the Dead 
  • Vanhels Dans Macabre


Captain Vorador - Wight Champion

Items:

  • Wight Blade (1 W = 1d3 W)
  • Heavy Armour

 

Lord Helke - Wight Champion

Items:

  • Wight Blade (1 W = 1d3 W)
  • Heavy Armour

 

Mihartiskaphut - Mummy Tomb Lord

Items:

  • Manticore
  • Dragonhelm (2+ save against fire attacks)

 

Scuttlebotch - Chaos Hero

Items:
  • Mark of Nurgle (+1 Toughnesss)
  • Tormentor Sword (Surviving victims are subject to Stupidity)
  • Potion of Chaos
  • Heavy Armour 

 

Livvissspot the Insidious - Sorcerer

Items:

  • Mark of Slaanesh
  • Dispel Magic Scroll

Spells: 

  • Cacaphonic Choir

 

TROOPS


The Old Barrowmen of Stoodthorpe - 20 Zombies

Items:

  • Evil disposition and pathetic moaning 

 

The 1st Companie of Averridge - 19 Skeletons

Led by Captain Vorador

Items:

  • Banner
  • Musician
  • Spears
  • Shields
  • Light Armour


The Reapers of Farie Tor - 19 Skeletons

Led by Lord Helke

Items:

  • Banner
  • Musician
  • Two Handed Weapons
  • Light Armour 

 

The Hateful Eight - 8 Chaos Warriors

Items:

  • Banner
  • Two Handed Weapons
  • Heavy Armour

 

The Blessed Few - 8 Plaguebearers of Nurgle

Items:

  • Plague Swords (1 W = instant death)
  • Cloud of Flies
  • Daemon Saving Throw

Spells:

  • Pillar of Putrefaction (bit of a lemon for these chaps...)

 

***

 

The Dwarves

Dwarves. And Halflings. And the brave constables of Averridge.


CHARACTERS


Hesior Thunderbuckle - Dwarf Lord

Items:

  • Hand Weapon
    • Master Rune of Flight (throw weapon up to 12")
    • Rune of Cleaving (+1S)
    • Rune of Parrying (Enemy automatically misses one attack)
  • Heavy Armour 
    • Master Rune of Adamant (+2 Sv)
    • Rune of Fortitude (+1T)
  • Talisman
    • Master Rune of Spite (4+ Save, if saved, wound is rebounded on enemy)

 

Bofel The Wise - Rune Lord

Items:

  • Hand Weapon
    • Master Rune of Swiftness (Always attacks first)
  • Heavy Armour 
    • Rune of Resistance (Reroll failed armour save on unmodified 4+)
    • Rune of Stone (+1 Sv)
  • Talisman
    • Rune of the Furnace (Immune to fire based damage)

 

Tuvith Thunderbuckle - Dwarf Hero

Items:

  • Hand Weapon
    • Rune of Might (Double strength if enemy toughness greater than his)
  • Crossbow
  • Light Armour 
    • Rune of Stone (+1 Sv)

 

Thrassuid Gravelhood - Battle Standard Bearer

Items:

  • Hand Weapon
  • Shield
  • Heavy Armour
  • Battle Standard
    • Master Rune of Stromni Readbeard (+1 Combat resolution for all friendly units within 12") 

 

Josef Bugman - Dwarf Hero

  • Hand Weapon
    • Rune of Cleaving (+1 S)
    • Rune of Fury (+1 A)
  • Crossbow
  • Shield
  • Light Armour 
    • Rune of Resistance (Reroll failed armour save on unmodified 4+)
  • Bugman's Tankard (Recover 1 W per drink, 3 uses per game)

 

'Owd' Tom Thyksson - Champion

Items:

  • Hand Weapon
  • Two-Handed Weapon 
  • Crossbow
  • Shield
  • Light Armour

 

Captain Roland Prangle - General of the Empire

Items:

  • Blade of Leaping Copper (+1 A)
  • Golden Helm of Atrazar (2+ Sv)

Spells:

  • Raise the Dead 
  • Vanhels Dans Macabre

 

Elrich Lang - Master Wizard of the Grey Order

Items:

  • Destroy Magic Scroll

Spells:

  • The Crown of Taidron
  • Bridge of Shadows
  • Radiance of Ptolos

 

TROOPS


The Thunderbuckle Household Guard - 11 Hammerers

Led by Hesior Thunderbuckle

Items:

  • Banner
  • Musician
  • Two Handed Weapons
  • Hand Weapons
  • Shields
  • Heavy Armour

 

The Grand Companie of The Long Beard - 13 Longbeards

Led by Thrassuid Gravelhood

Items:

  • Musician
  • Hand Weapons
  • Shields
  • Heavy Armour

 

The 7th Thunderbuckle Light Brigade - 9 Dwarf Warriors

Led by Bofel The Wise

Items:

  • Banner
  • Musician
  • Hand Weapons
  • Shields
  • Light Armour

 

Tuvith's Scouting Party - 4 Dwarf Warriors

Led by Thuvith Thunderbuckle

Items:

  • Musician
  • Hand Weapons
  • Crossbows
  • Light Armour

 

Bugman's Dwarf Rangers - 8 Dwarf Warriors

Led by Josef Bugman

Accompanied by 'Owd' Tom Thyksson

Items:

  • Banner
  • Musician
  • Hand Weapons
  • Two-Handed weapons
  • Crossbows
  • Shields
  • Light Armour

 

The Averridge 1st Company of the Constabulary - 29 Imperial Halberdiers

Led by Captain Roland Prangle

Items:

  • Banner
  • Halberds
  • Shields
  • Light Armour

 

WAR MACHINES

 

Big Jessie - Cannon 

Items:

  • Halfling Crew

 

***

 

The next post will cover the battle itself.

***

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Sunday, 24 January 2016

2016 - The Year of Mediocrity

Hi.

Happy New Year, I guess. 

Better late than never. I mean, if you wait long enough, it will be a new year somewhere, right? Now that I think about it, maybe you should check your ego at the door - its entirely possible I wasn't talking about your calendar...

Like many, I got around to a little contemplation, in the fashion that only new years get one to do.

I though about world peace. I thought about cancer. I thought about losing weight. I thought about where I might get some new weight to replace the lost weight. I thought about family. I thought about my spiritual existence.

And I thought about this blog.

Now the thing that has been plaguing me about this blog, which I didn't realise until 2016's round of contemplation, is perfectionism. The desire to do the best possible thing, for the most impact, with the highest quality. 

"Perfectionism?" I hear you bark at me. "PERFECTIONISM?"

"Maybe if you suffered from a bit more perfectionism, Skullzinschitte would be finished. New figures would be painted and we wouldn't have to look at the same bloody figures repurposed purely through the awesome power of narrative. What we're thinking, Gaj, if we're honest, is perhaps a little bit MORE perfectionism!"

Well, I didn't mean it quite like that. What I mean, is that I tend not to get around to posting updates here, because I don't think I've done enough work to deliver a quality post. 

To deliver something you'd actually like to read

So. 

Perfectionism. 

That son of a bitch. 

I intend to combat it. I could hardly leave you here with this explosive revelation and then just wander off, my mind at ease. And whilst I can't promise to slouch over to Blogger once a week to deliver a casually sub-standard post, I'll do my level best to try. 

2016 is the year of mediocrity. 

Huzzah!

So what I have is pictures of unpainted lead. Very low bar today. One has some greenstuff on it.


This paunchy fellow is called Mancrates. Mancrates* popped into existing when discussing an unusual contact from Man Crates (an organization that sells crates for men, a situation devised entirely to relieve the millions of crateless men out there, or alternatively, to supply a unique gift that men have to break in to) over on the Oldhammer Facebook group.

It was, in fact, Captain Crooks, from the Antipodes and Funky Wenis Rodeo, that created our fat philosopher. I'm fairly sure that his honorific of UN Ambassador of Awesomeness will be coming through any day now. Captain Crooks', that is, not Mancrates, who is a tiny static pewter figure and whilst singularly amazing in my eyes, probably falls far short of the requirements to become a UN Ambassador, which are vast and diverse. Captain Crooks will certainly have his work cut out for him.


Look, the back of Mancrates. I am thinking of putting a small cat on his base too.

As part of my commitment to low quality, imperfect posts, however, I will not include a picture of the cat, but rather, just let you imagine the thing.


Next up, is a Mummy on a Manticore. It is my opinion that every fashion conscious mummy should get one - it is absolutely the must have accessory of 2016.


Look - it's not even finished being sculpted yet! Hows that for low quality, eh? I'll be putting something under those feet soon. For now, just wire. Pure, imperfect wire.


You might recognize the candidate Manticore as the visually defective creature that Dieter von Helsnicht uses to get around. This one:


And another angle. Because you really need to appreciate this...

....manticore.

Anyway, I've repositioned limbs, I've cleared out all the lead between the teeth and the claws, I've removed most of the mane and started to re-sculpt it so that it doesn't look like a cat that's just discovered a cucumber sneaking up on it.

The main element for me is the considerable learnings I'm making around green stuff. This is the first time where I've used green stuff in stages, to build something up and then have to come back to it once that base is dry.

I always thought sculptors were special people, but I have  a whole new respect for them: sculpting is hard!

Now if one was to present their 3rd edition oldhammer credentials to me and propose that, outside of narrative being king, that Mummies are not characters and therefore don't have access to monsters to ride and the fact that they're stupid when uncontrolled and can't actually choose manticores in Warhammer Armies anyway, so stop being a dick, Gaj, I guess I'd have to agree.

Mummies cannot 'officially' (hah!) ride Manticores in 3rd edition.

But they can in 4th edition...

Anyway. I'll just leave that there. Because I'm now an imperfect blogger who just leaves things lying around for no explanation. Why - yes, thank you - I appreciate your encouragement.

In other 4th edition news, I have also recently taken ownership of a shit-tonne (it was spelled wrong, which is probably why it was archived) of Skaven. I guess the box doesn't really tell the story, but the blister packs are 4 deep and there are loose skaven above and below them too.


I am also nursing interests in 4th edition High Elves and 4th edition Orcs and Goblins. Over and above my 3rd edition High Elves and 3rd edition Orcs & Goblins. And the Chaos. And the Dark Elves. And The Empire. And, uh, Lichemaster.

I will get there.

No, really. I will.

So there we have it. Unpainted lead, half arsed plans, and not a single word more on Skulzinschitte. Coupled with that a dangerous fascination with Middle Hammer and The Red Era of the Cheerleader Pose declared publicly - a decidedly imperfect post indeed.

Welcome to Warhammer for Adults 2016 - The Year of Mediocrity**.

*Y'know? Like Socrates?

**It might perchance be that you already thought the blog was quite substandard and that mediocrity was the order of the day. In that case, prepare to have those experienced mined out and collapsed as we explore a whole new level of underwhelmingness. Look, I just made up a word!